Omerta: City of Gangsters Wiki
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Overview[]

Conditions are henchmen modifiers that only take effect during combat missions. They usually last for a limited number of turns or rounds and alter the henchman's combat effectiveness.

If a henchman gets incapacitated (pretty much killed) during combat, they will suffer a persistent wound which can't be healed during combat, even if they are revived using the Bandages talent.

Negative Conditions[]

These conditions impair combat ability, but they can be cured during combat using specific talents:

  • Bandages: Revives health, curing negative conditions in the process
  • First aid: Cures all negative conditions
  • Second wind: Recovers some HP and cures all negative conditions

Henchmen who have the Quick Recovery perk will automatically recover from one negative condition every turn.

If a henchman receives the same condition more than once, the duration of the condition will be increased.

Bleeding[]

Bleeding-0
  • Effect: Lose 10 HP (Health Points) at the start of each turn
  • Caused by:
    • Being hit with a thrown knife
    • Being shot in the stomach with a pistol
    • Being shot with buckshot from a shotgun

Burning[]

Burning
  • Effects:
    • Lose 10 HP (Health Points) at the start of each turn
    • Uncontrollably move a short distance, losing some MP, at the start of each turn
  • Caused by: Being attacked with a Flamethrower

Concussion[]

Concussion
  • Effect: AP (Action Points) reduced by 5
  • Caused by: Being hit with a Bat.

Cripple[]

Cripple
  • Effect: MP (Movement Points) reduced by 5
  • Caused by:
    • Melee attack to the legs
    • Crippling rifle shot, and occasionally critical hits from a rifle
    • Knockback attacks from a shotgun

Drunk[]

Drunk-1
  • Effect: 10% easier to hit by an enemy
  • Caused by: Drinking whiskey supplied by the opposing team's support role
  • Note: Only applies to enemies

Panicked[]

Panicked
  • Effects:
    • AP and MP both reduced by 5
    • If attacked with Intimidate talent, they will flee the battle
  • Caused by:
    • Very low courage (courage reduced in varying amounts by attacks, and also by Vertigo persistent wound)
    • A low Guts value increases the chances of becoming panicked due to low courage

Vulnerable[]

  • Effects:
    • 10% easier to hit by an enemy
    • Knife attacks will do 50% more damage
  • Caused by:

Weakness[]

Weakness
  • Effect: 50% less damage inflicted against enemies
  • Caused by:
    • Being hit with a dirty hand-to-hand attack
    • Being hit with a precise pistol shot
    • Being subjected to a flurry of revolver rounds

Positive Conditions[]

These conditions improve combat ability, and are often applied via Talents used during combat or by Perks of the henchman.

Defensive Stance[]

  • Effect: 20% harder for an enemy to hit
  • Caused by: Defensive Stance talent

Inspired[]

Inspired
  • Effect: +1AP for all members of the team
  • Caused by: Go Get Them talent

Interrupt[]

  • Effect: Automatically attack enemies who come within melee range
  • Caused by: Being equipped with a knife
  • Tip: When moving a henchman, a white exclamation mark will appear on their path to indicate where an enemy will interrupt them

Rage[]

  • Effect: Damage increased by 50%
  • Caused by:
    • Rage talent
    • A henchman with Die Hard perk who's health drops below 33%
    • A henchman with Even the Odds perk who missed on each attack they attempted during their previous turn
    • A henchman with Furious perk after the death (incapacitation) of an ally

Retaliate[]

  • Effect: They will retaliate against the first ranged attack after their turn
    • The retaliation occurs before the incoming attack, there is a chance that they will kill the enemy and avoid the attack as a result!
  • Caused by: Being equipped with revolvers or a machine gun
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